//****************************************************************************
// Copyright (c) 2011-2013,WebJet Business Division,CYOU

// http://www.genesis-3d.com.cn

// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the Software), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//*****************************************************************************
Shader "PostEffect_ColorFilter" {
	Parameters{	
		Matrix [ColorMat] = "1.0,0.0,0.0,0.0,
							 0.0,1.0,0.0,0.0,
							 0.0,0.0,1.0,0.0,
							 0.0,0.0,0.0,1.0"


	}
	
	RenderQueue "CUSTOMDRAW"
	
	

			CODEBEGIN

			float4x4 ColorMat;
		

			struct VS_OUTPUT
			{
				float4 Position		: POSITION0;   // vertex position 
				float4 PosTex		: TEXCOORD0;//xy is positon, and zw is texCoords coord
			};
			struct PS_INPUT
			{
				float4 PosTex		: TEXCOORD0;
			};
			
			VS_OUTPUT mainVs(in float3 vPos : POSITION)
			{
					VS_OUTPUT Output;
									
					Output.Position.xy = vPos.xy;	
					Output.Position.zw = float2(0.9f, 1.0f);
					Output.PosTex.xy = vPos.xy;
					Output.PosTex.zw = 0;
					return Output;
			}

			float4 mainPs(PS_INPUT o) : COLOR0
			{
				float2 texCoords = getUVfromscreenspace(o.PosTex.xy);

				float4 screenColor =  tex2D( g_MainBuffer,texCoords );

				screenColor = mul( ColorMat ,float4( screenColor.x, screenColor.y, screenColor.z, 1.0f ) ); 

				return screenColor;
			}
			CODEEND
	Technique{
		Pass{
		         Compiler
			          {
				       VertexShader = mainVs
				      PixelShader = mainPs			
			
			          }
		   
			RenderSTATE { 
							cullMode "Back"
							ZTest Off
							ZWrite Off
							blendMode Off
							alphatest Off
							samplerState "g_MainBuffer" [Clamp] [Point]
						
						 }
		}
	}
}



                                                                                                              